Appearance

Aisling is a tall woman of indeterminate age, due to her time passed within the Wyld storms. She could be anywhere from 19 to her late 20s, it's difficult to tell, exactly. Her limbs are long and slender, and she moves with an easy, casual grace. She doesn't appear particularly strong, nor particularly fat, and her chest is only modestly proportioned, which isn't helped by her usual habit of wrapping a sarashi. She has long, dark brown hair tied up in a ponytail using a a large red ribbon with white lace trim, which is a gift from her mother and one of her few mementos of her parents. Her usual outfit is also her miko outfit, although it doesn't resemble a traditional one too closely. It has the proper red hakama pants, but the top has a set of detached sleeves which flare out as they extend toward her hands. She usually carries her powerbow carefully wrapped in cloth on her back, along with her quiver of arrows. Once she's in a location where carrying the weapon openly wouldn't be as strange, she is likely to do so, however. She wears tall, sturdy boots that are well-suited to travel on foot. She wears her shrine's hearthstone as a sort of amulet, strung on a simple chain around her neck.

Background and other things

Aisling is the current-generation miko at her shrine, and is probably its only current custodian. She grew up as one might expect for a daughter born into such circumstances, and was raised with piety and respect for the gods. She started her duties at the shrine at a young age, although it was only within the last few years that she began the more strenuous work of things like dealing directly with minor gods. Despite the general job description of youkai "extermination," her work more often involved negotiation in one way or another, rather than direct combat. A mortal simply cannot fight a spirit on its own terms, although she can sometimes drive one off with enough violence, or the proper application of knowledge of weaknesses and taboos.

Aisling has something of a reputation within the Dreaming Sea region as a result of her job, and the villagers and others who know her either by it or personally tend to treat her well, if not with complete respect. Due to the circumstances with the Wyld storms, she is considered a lazy or absentee miko by some, since she by and large wasn't around or easily accessible. She did also fiercly defend her shrine and way of life from the Immaculate Order, and will continue to do so. There is no need for an Immaculate temple in the Empire, because she can already handle any issues with the local gods.

When the Wyld storms hit, Aisling was commanded to flee the area by her shrine's god, Eightfold Gathering of Violet Clouds. She was reluctant to leave, but more so to reject a command from her goddess, and thus she left. She drew her Second Breath during her fight through the storms, as she stopped along the way to aid the local gods in finding shelter from the storm or get safely away. Her bravery in the face of such intense danger parted the storm long enough for the Sun to shien down upon her. Her exaltation possibly saved the shrine itself, as it temporarily provided an anchor of sorts, and re-established fate within the area, if only temporarily.

Now that the storms have receded, she is returning to the area to reclaim her shrine and position. Her own memories are fuzzy, so she isn't sure just how long it's technically been since she left. It could be anything from a few weeks to a few decades, although she hasn't aged more than two years since the storms hit, by her own reckoning.

Character Sheet

Aisling Tá Súil (pronounced ASH-ling Ta Soo-il)

Caste: Zenith

Concept: Miko youkai exterminator

Totemic Anima: A torii of brilliant white essence leaps from Aisling's anima, to stand with her in the middle of the gate. Countless more appear to form behind her, as if she stands at the beginning of an endless road to a shrine, right on the edge of its sacred space. Her own attitude determines whether she is barring one's passage, or welcoming them.

Pay 1 mote to ignite a corpse in Solar flame, incinerating the corpse and ensuring the deceased will not return as a hungry ghost.

10 motes, 1 wp: Channel her essence into an aura of divine retribution surging around an attack. Supplements a successful decisive attack against a creature of darkness, preventing the Solar's initiative from returning to its base value after the attack. When her anima is at bonfire, reduce the essence cost by 5 motes and ignore the Willpower cost. This power may be used once per day, resetting when the sun is at its zenith.

7 m: May order a dematerialized spirit to manifest using a Charisma+Presence persuade action with (Essence) automatic successes. All spirits recognize the Unconquered Sun's authority in his priest-kings, and are compelled as if by a Defining Intimacy, but may have Defining ties or Principles which counter this advantage. If successful, the Zenith's very word draws the spirit into the material world, so that it does not need to pay the cost to materialize.

Languages

Flametongue (or whatever else is the common party language, I'd hope.)

Old Realm

Further Details

Artifact - An, as far as Aisling knows, nameless powerbow kept by the shrine for generations and venerated as a holy object (and generally seen as useless by the shrine's mortal attendants). The bow notably has a pair of folded paper ropes (shide) attached to it, one tied near each end. The bow itself is strung with a braided orichalcum cord, which can only be drawn by an attuned wielder (similarly, the bow can only be bent and strung by someone attuned to it). The bow itself is a single length of beautiful, jet-black wood which was taken from an ancient and magical tree. Its limbs appear not to be carved or otherwise shaped by human hands, but naturally grown. It takes the shape of a traditional Japanese style longbow. According to shrine legend, the bow was originally made by the shrine's god, who took a branch from a tree and bent it into a bow when petitioned by her loyal servants for a weapon with which to defend themselves from the great evils of the world. It has been generations since he shrine has been graced by a god-blooded or exalted person capable of properly wielding it.

Influence - As the local shrine maiden, Aisling is known around the Dreaming Sea area, as at least one authority on spirits, and is usually the go-to person for dealing with troublesome ones. People might recognize her if she helped them in the past.

Manse - The shrine itself is a manse, although one that is fairly modest and discreet in its construction, focusing primarily on maintaining the natural beauty of the area in which it was constructed. The hearthstone provided by (or at) the shrine is a Health Stone. Within two miles of the stone, Food keeps twice as long and is always obviously foul before it could make anyone sick. Everyone within the area of the stone's effect who wears an amulet marked with a spiral like the one on the stone gains two additional dice to resist and recover from all diseases and infections. The stone does not prevent desired aging or fermentation.

Mentor - Aisling's mentor is the god known as Eightfold Gathering of Violet Clouds. She is the one who taught Aisling Sorcery, and can continue to act as a tutor and resource on the subject. However, she is rarely available to help her student, and seems to come and go as she pleases, often bringing vague news or portents and tasks to accomplish when she does arrive. (In other words, the dot rating is as much related to her availability and reliability as anything else.)

Resources - Aisling manages to scrape together a modest standard of living, between donations to the shrine, the sale of talismans and good luck charms, and foraging for food at times. It's worth noting that she doesn't specifically charge for most services, such as intervening on one's behalf with a god, prayers and sacrifices, funerals, festivals, and so-on. It is, however, expected that one provides a donation within their means when requesting such a service, and provide any sacrifices or the like themselves.

Wise ArrowCost: 1mType: SupplementalKeywords: UniformDuration: Instant
This charm supplements a withering or decisive attack, reducing the benefits of cover. The defense bonus of heavy or light cover is reduced by one, while characters under no cover suffer a -1 defense penalty.

After taking an aim action, the charm can be used to strike a target in full cover. So long as there is some opening where an arrow can get through, Wise Arrow treats a character in full cover as if they only had +3 defense.

Sight Without EyesAisling momentarily sees not the visual world, but the world of Essence, and tracks her targets through it.
Cost: 1m
Type: Reflexive
Keywords: None
Duration: One Tick

Sight Without EyesCost: 1mType: ReflexiveKeywords: NoneDuration: One tick
Aisling may make an Archery attack without penalties for visual conditions. Smoke, fog, pitch darkness, and so-on are no longer problems for her, though factors such as high wind and cover still apply to the attack.

Force Without FireAisling nocks an arrow with purpose, sending a tremendous pulse through her surroundings as she gathers hurricane force in her bowstring.
Cost: 3m
Type: Supplemental
Keywords: Withering-Only
Duration: Instant

Force Without FireCost: 3mType: SupplementalKeywords: withering-onlyDuration: Instant
Aisling makes a withering attack from short or close range, and a pulverizing bolt of force surrounds her arrow. If the attack does at least as much damage as the target's Stamina, that initiative is lost rather than transferred to her, and the target is knocked down and backward an entire range band. The force is sufficient to end a rush agaisnt any target.

Phantom Arrow TechniqueCost: 1mType: ReflexiveKeywords: NoneDuration: Instant
The charm allows Aisling to continue attacking with a bow even after she has run out of ammunition. In addition, once per scene, she may infuse a phantom or physical arrow with one of her intimacies, gaining a number of non-charm bonus dice on her attack equal to that intimacy's strength. Doing so temporarily numbs her to that intimacy, and she cannot use this attack again until she has spent a significant effort in restoring or remembering that intimacy, or in the case of a negative intimacy, is reminded of her ire.

Graceful Crane StanceCost: 3mType: reflexiveKeywords: NoneDuration: One Scene
For the rest of the scene, Aisling has perfect balance, and can stand or run on things too narrow or thin to support her normally, with no chance of falling or breaking through.

Monkey Leap TechniqueCost: 2mType: ReflexiveKeywords: NoneDuration: Instant
Using this technique, she may automatically leap forward or up one range band. She can easily leap up a 20 foot wall or across city streets without having to roll. Using this charm counts as her movement for the turn. If she continues to leap to a different range band every turn, the cost is reduced to one mote after the first activation.

Soaring Crane LeapCost: 3mType: ReflexiveKeywords: NoneDuration: Instant
The charm allows her to drop two range bands without taking damage. In order to survive a very long fall, the charm must be activated at least once every three range bands. She can also use the charm to drift forward, expending her movement action to float one range band forward as she continues to fall. With an adequate amount of momentum, she can glide across long horizontal distances without falling, equaling her initial movement forward. Appropriate stunts can increase straight-across movement before she begins to drop.

Unbound Eagle Approach

Sensory Acuity Prana

Keen Sight Technique

Reed in the WindAisling draws upon her own momentum to bend and flow with opposing forces.
Cost: 2i per 1 Evasion
Type: Reflexive
Keywords: Perilous
Duration: Instant

Reed in the WindCost: 2i per 1 EvasionType: ReflexiveKeywords: PerilousDuration: Instant
By spending 2 initiative in response to an attack, Aisling raises her Evasion by 1. Reed in the Wind raises the cap on how much she can enhance her Evasion by her Essence. At Dodge 5+, Essence 3+, a successful dodge with Reed in the Wind restores 1 mote. This bonus may occur once per round.

Reflex Sidestep TechniqueCost: 5mType: ReflexiveKeywords: UniformDuration: Instant
This charm may be activated in response to an ambush, trap, or other damaging effect Aisling is completely unaware of, setting her Evasion to 2 against the attack, and adding an additional point of Evasion for every 1 or 2 in the attack oll (before charms such as Excellent Strike). If her evasion recovers to its full value, she may apply additional Dodge charms if necessary.

Leaping Dodge MethodCost: 1m, 2iType: ReflexiveKeywords: NoneDuration: Instant
Upon a successful dodge, Aisling may activate this charm, burning her momentum to to fuel a sudden burst of movement. She may leap backward, forward, up, or down a single range band.

Searign Quicksilver FlightCost: —Type: PermanentKeywords: NoneDuration: Permanent
When she successfully dodges an attack, her opponent loses a point of initiative, in addition to any other Initiative he may have lost for failing the attack.

Dust Motes Whirling

Spirit-Detecting GlanceAisling may look beyond the veil of reality to the realm of spirits
Cost: 3m
Type: Reflexive
Keywords: None
Duration: One scene

Spirit-Cutting AttackCost: 1mType: SupplementalKeywords: UniformDuration: Instant
This charm supplements a single attack to strike a spirit which has not materialized. If Aisling is not using Spirit-Detecting Glance or similar magic, the attack is amde at -3 dice. This charm may be used in combination with the charms of other abilities.

Spirit-Draining StanceCost: 5mType: SimpleKeywords: NoneDuration: One Scene
While this charm is active, all of Aisling's withering attacks against spirit opponents generate one automatic level of withering damage. At Occult 4+ and Essence 2+, she may choose to drain a mote instead of a point of initiative.

Ghost-Eating TechniqueCost: 3mType: SupplementalKeywords: Decisive-OnlyDuration: Instant
An attack supplemented by this charm does Aggravated damage agaisnt spirits, and draws a number of motes from the spirit equal to the highest wound penalty inflicted by the attack. If a spirit is slain by this attack, it is destroyed permanently, and the pattern of its Essence is subsumed by the Solar's anima. Destroying a spirit with this charm grants the Exalt (Solar's Essence+Spirit's Essence motes.

Phantom-Seizing StrikeCost: 1m, 1wpType: ReflexiveKeywords: UniformDuration: Instant
An immaterial opponent struck by this technique becomes material for two turns. Aisling may activate this charm after landing any attack with Spirit-Cutting Attack. So long as the damage roll generates at least one success, she may trigger this charm.

Spirit-Repelling DiagramAisling draws for a formless pattern from the depths of the universe, and a blazing white-gold Essence diagram extends in a circle around her, out to Short range. Aisling often invokes it with names such as "Duplex Barrier."
Cost: 6m
Type: Simple
Keywords: None
Duration: One Scene

Spirit-Repelling DiagramCost: 6mType: SimpleKeywords: NoneDuration: One Scene
Spirits with Essence ratings equal to or lower than Aisling's must materialize or leave the circle. Spirits with a higher Essence rating must apply their Resolve against her (Wits+Occult (currently 8 dice)) in order to resist, with her influence gaining (Essence) dice against normal spirits, or (Essence) automatic successes against demons and other cursed spirits. This mandala remains fixed on the location where Asling is standing for one scene, and vanishes if she leaves the circle. Spirits of equal or lower Essence than Aisling cannot attack characters inside the circle while standing outside of it, and spirits forced to leave he diagram may not attack characters within it.

Ancient Tongue UnderstandingAisling expands her knowledge of the world of spirits through every corner of her mind, shunning knowledge that blinds her understanding.
Cost: 6m
Type: Reflexive
Keywords: None
Duration: 1 scene

Ancient Tongue UnderstandingCost: 6mType: ReflexiveKeywords: NoneDuration: One Scene
While this charm is in effect, Aisling automatically speaks and understands Old Realm, but loses her ability to comprehend any other language. In addition, she naturally comprehends other spirit languages as old and strange as Old Realm, languages for which no record exists. While this charm is in effect, she gains half her Essence (round down, minimum one) automatic successes to all Occult rolls and Shaping actions.

Spirit-Caging MandalaCost: 10m 1wpType: SimpleKeywords: NoneDuration: Varies
The Essence diagram forms around a spirit up to two range bands away from Aisling, and its intricate pattern traps and binds the spirit's Essence, sealing it within the mandala. Pay the cost of this charm once and roll (Wits+Occult) against a difficulty of the spirit's Essence. If successful, the spirit is bound on the spot for a number of turns equal to (extra successes+1), upon which Aisling must roll (Wits+Occult) against the spirit's Essence again to maintain the cage. Each time she succeeds, he binding effect is extended as above, but the difficulty also increases by one for each subsequent attempt. During this time, she may move toward the spirit, but if she moves more than two range bands away from it, the mandala dissipates and the spirit is freed. An immaterial spirit trapped in the Spirit-Caging Mandala can be perceived by characters who cannot normally see spirits, and may be struck by characters who can't normally strike immaterial foes. As the spirit is rendered incapable of moving across range bands, it can only attack characters outside the diagram if it has the ability to attack at range, and then only if attacked first. Foes who enter the mandala at Close range are always fair game.

Wyld-Binding PranaCost: —Type: PermanentKeywords: NoneDuration: Permanent
Spirit-Caging Diagram is permanently enhanced, and forces formless creatures of the Wyld to manifest a form as substantial as a materialized spirit when caught within it.

All-Encompassing Sorcerer's Sight

Burning Eye of the Deliverer

Terrestrial Circle SorceryAisling has been initiated in the First Circle of sorcery and may learn and cast spells from the Terrestrial Circle.
Cost: —
Type: Permanent
Keywords: None
Duration: Permanent

Terrestrial Circle SorceryCost: —Type: PermanentKeywords: NoneDuration: Permanent
Aisling can learn and cast spells from the Terrestrial Circle of sorcery. She learns one shaping ritual and one Terrestrial Circle spell for free, and that spell acts as her "control spell", which may feature in her anima iconography and certain charms.

Masterful Performance ExerciseCost: 2mType: SupplementalKeywords: MuteDuration: Instant
This charm supplements a single Performance action, granting one automatic success and rerolling 1s until 1s fail to appear. This charm also makes the exalt's 1s unavailable to magic that might interfere with her performance.

Listener-Swaying ArgumentCost: 3mType: SupplementalKeywords: NoneDuration: Instant
This charm supplements an Instill or Persuade action, granting Aisling one bonus success, and additionally granting one non-charm bonus die for every two points the target's Resolve is boosted by any means. She cannot gain more than three bonus dice in this fashion.

Harmonious Presence MeditationCost: 5m or 7mType: ReflexiveKeywords: NoneDuration: One Scene
For five motes,this charm grants three bonus dice to all forms of social influence from all abilities except for Stealth. In addition, the cost of all social influence charms is reduced by one mote, to a minimum of one. The seven mote version of the charm extends its duration to indefinite.

Impassioned Discourse Technique

Majestic Radiant Presence

Sorcery

Spells

Death of Obsidian ButterfliesAisling sculpts essence into a multitude of violet glass needles and unleashes them as a cascade of guided projectiles. Although the actual projectiles are different, the spell is otherwise identical to Death of Obsidian Butterflies and can be recognized as a variant thereof by any sorcerer. The version of the spell Aisling knows was specifically taught to her by her patron god, and is called Purple Needles of Painful Reproach.
Cost: 15sm, 1wp
Keywords: Decisive-Only, Perilous
Duration: Instant

Death of Obsidian ButterfliesCost: 15sm, 1wpKeywords: Decisive Only, PerilousDuration: Instant
Aisling rolls (Perception+Occult) as an undodgeable decisive attack applied in a line against enemies out to medium range. This line is wide enough to strike all opponents within a single range band and reaches high enough to strike aerial enemies within short range of the ground. Battle Groups are particularly vulnerable to this spell, taking a -2 penalty to their Defense against it.

The attack deals raw damage equal to the Sorcerer's (Essence+extra successes) or (Essence+Occult+extra successes) against a battle group. It does not reset the sorcerer to base initiative. Scenery made of wood, glass, or other fragile materials is generally destroyed. After the spell has been cast, the obsidian butterflies fall to the ground and shatter, creating terrain that may be hazardous for barefooted characters to traverse — treat as an environmental hazard inflicting 2 dice of lethal damage, difficulty 2 to resist with a Dexterity+Athletics roll, and if the character is barefoot, difficult terrain as well. Any character wearing armored boots can generally ignore the debris.

A sorcerer who knows Death of Obsidian Butterflies as her control spell gains (Essence) bonus dice on the attack roll. When her emotions run hot, butterfly silhouettes rise from her shadow, and when she is angry, her fingernails turn into sharp volcanic glass, allowing her to cut cloth or paper, or rend wood or flesh, and other similar stunts.

Demon of the First CircleAisling summons forth one of the least denizens of the demon realm into Creation, breaking it and binding it to her will.
Cost: Ritual, 2wp
Keywords: None
Duration: Instant

Demon of the First CircleCost: Ritual, 2wpKeywords: NoneDuration: Instant
This spell requires a ritual beginning at sundown and ending at the stroke of midnight. A faint green glow traces out a rift between Creation and Hell, and a First Circle Demon of Aisling's choice is drawn forth, howling with rage, fear, or sorrow.

Demons summoned with this spell must be bound with an (Intelligence+Occult) roll against their Resolve. The sorcerer may then choose to make the demon their slave for a year and a day, giving it a Defining Tie of loyalty to her that cannot be weakened or altered by any means and setting its Resolve to 0 against any influence rolls she makes. Alternatively, she may assign it to complete a specific task, for as long as it takes to complete. Task-bound demons form a Defining Principle of "I must perform my task," which is similarly impervious to tampering. On a failed binding roll, the sorcerer is unable to bind the demon, and must make a (Wits+Occult) roll against the demon's Willpower to banish it back to Hell. If she fails, the demon is unleashed, unbound, into Creation, and is probably very angry at her.

Ivory Orchid Pavillion (probably also refluff, both for mansion style and possibly color and nature of plants formed in area of casting)

Initiation

Aisling was initiated by her shrine's god, who tends to serve as her sorcery instructor, when she actually has the time to do so. She draws strength from her faith and the rituals of her shrine and its gods, and uses them to empower her spells.

Rituals

Aisling creates specially-prepared ofuda and uses them to aid in casting her spells. Preparing a single one requires a Charisma+Linguistics action, and takes some amount of time (she certainly can't do proper calligraphy in the middle of a fight). Every two successes on the roll grants on sorcerous mote, stored within the ofuda. She may use (occult) ofuda in the casting of a spell, consuming them in fires of essence and liberating their motes to fuel the spell, and she may keep only (Essence+occult) prepared ofuda at any time.

Alternatively, she may use an ofuda to add its successes to a prayer roll.

Current ofuda count: 5, each with three sorcerous motes.

Experience

Gained

Stored

Spent

Normal

200

27

173

Solar

96

3

93

10 XP, 4 Solar XP: Carry-over from previous character.

5 XP: Arrival at the borders of the Empire of Dreams, and thwarting an attack on the border town by a Fair Folk warrior and a small army of hobgoblins.

5 XP: Exploring a village's curious problems with the local gods, and particularly with an unusually cold local climate.

5 XP: Conversation with a mysterious Chosen of…something unusual. Also, here be monsters which we will completely be avoiding. Yep.

5 XP: Investigation of further local problems, and discovery that one of the gods is dead, and the inheritor of his power doesn't quite like their situation. We probably need to enlist help from other local gods.

5 XP: SPIDERS!

5 XP: Negotiating with Blue Leaves in her sanctum.

5 XP: Negotiating with Blue Leaves again, in a hot spring. Also, Kamthathar's underground, and there's something a bit…rotten about the place.

5 XP: Big fight with the local law enforcement. Possibly a misunderstanding, on everyone's part.

5 XP: We meet our tail and end up not picking a fight. We also get an interesting request from a very old lady.

5 XP, 4 Solar XP: Stuff happens.

5 XP, 0 Solar XP: Big fight scene!

5 XP, 2 Solar XP: Q&A with Kagura.

5 XP, 2 Solar XP: Ag beats a DB in interesting ways. Tsukuyo returns. So does an old friend of Ag's.

5 XP, 4 Solar XP: Ag fights her darkly-mirrored counterpart to a standstill, while up in the stands, the others hold off a number of rampaging hungry ghosts.

5 XP, 4 Solar XP: Everyone does some form of downtime investigation and learns fun things. Almost all roads point to Tsukuyo.

5 XP, 0 Solar XP: We begin to get Opal's new schoolhouse and meet a new party member.

5 XP, 2 Solar XP: And some fighting begins, Kingfisher's next.

5 XP, 2 Solar XP: It's literally Christmas, also good on us for getting back into character.

5 XP, 4 Solar XP: Splitting up to sneak into the palace, and also get into a big fight with Housen. Ag currently on the ropes.

5 XP, 2 SXP: We meet an imperial advisor. This is mostly Silver's sort of area of expertise.

5 XP, 2 SXP: The advisor is Calculated Maid of Sapience, and she's some kind of unidentified spirit. We get information on the local major powers, and consdier how much to trust her or how best to figure out what she is before deciding what to do about her.

5XP, 2SXP: Or Ashei can jump the gun on the killing her bit, though we do have a solid idea of what she is (demon, not fae.) Things happen thanks to messenger underling. Aisling needs to do some library-diving.

5XP, 2 SXP: We spread music appreciation, and begin figuring out arrangements for getting out of here. Also, there's a ship full of undead.

5 XP, 2 SXP: We decide on the Unsinkable II, because it's a pretty good boat.

5 XP, 4 SXP: We're never leaving the boat.

5 XP, 2 SXP: Still on the boat. Nice talk with a Dragon-Blooded lady and a lead-up to fighting some kind of Behemoth.

5 XP, 4 SXP: We kill said behemoth. Aisling steals the kill and finishes it for good using Ghost-eating technique. The dragon-blooded is likely to want to speak with us again later, though, as we've proven to be no ordinary travelers.

5 XP, 2 SXP: We arrive at the Northern Shore and encounter Ragara Tekia along with the wyld-spawned beasts of some local Fae who wants to cause big trouble and seems to be shacking up in a shrine.